We were getting some errors, so the improvements have been reverted and will be released at a later point in time, when all issues have been resolved. This should be within the next two weeks.
Whats with the giant edit menu icons? They seem way too big compared to rest of studio UI
When this goes full release PLEASE do not force it on us. I would like the option to turn it off.
We unfortunately cannot provide this as an option. That being said, what are your issues with the new one? It should have every feature the original has and a bit extra.
Things we’ll be fixing before release include:
- Performance concerns with brushes
- Replacing air with another material
There are some additional changes which will be happening after full release:
- Improved UI for compact setups
I get wanting to stick with an older version, but we cannot permanently support two version of Terrain Editor. There should be full feature parity with the original Terrain Editor, but if we missed something critical, then please let us know.
The issues I am having is that it is incredibly slow to sculpt and erode terrain with the new editor. So much that it’s entirely unusable for me.
Once the performance improvements are enabled, you should see similar, if not better performance than the old Terrain Editor.
I use air to remove any unnecessary terrain in my projects to optimise the terrain. Using air saves me a lot of time compared to using the smoothing tool which would have taken me nearly two times as long to remove large chunks of terrain.
When you say “Replacing air with another material”. Does this mean air will no longer be a selectable material in the fill section? If so can the other material still be used similarly?
No, I mean you’re getting the original functionality back. Any material can replace air and air can replace any material in both the fill and paint tools.
Perfect, thank you for clarifying you had me worried for a moment .
I am still experiencing severe performance issues despite this new patch.
The performance improvements were not turned on until just now. Please try again and let me know if you’re still experiencing issues. You may need to restart studio.
Hello everyone! I’m happy to announce that after lots of bug-fixing and adjustments, we’re going to push this out of beta! We will be continuing to make some small improvements (such as supporting a thinner panel) and addressing bug reports. If you find issues with the Terrain Editor, we will continue monitoring this thread, but suggest you submit them as a standard bug report instead.
Thank you so much for your feedback and patience!
It is still incredible slow to sculp terrain. I do not like this update whatsoever. This made terrain building a lot more difficult for me, so thanks. This is not at all a good update for those with lower end devices like me and many others.
I reached out in DMs to see whether we can narrow down your exact issue. I assume it is related to how we apply the strength property to your brush, in which case this should be able to be resolved relatively simply. Unfortunately, a lot of those settings are extremely subjective in terms of “What feels good to use.”
If anyone has direct issues with frame lag being a lot worse than before, feel free to respond to this post, or reach out directly. Thank you!
After having the chance to fully explore the new tools I have decided that they are completely unusable.
I have experienced such difficulty painting terrain in my roblox games that I had to program my own replacements. My key problems with them are:
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The grey UI elements in the project view give no indication of depth like the previous ones did, making it very hard to tell where your painter cursor is.
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The speed of application for certain tools like sculpt have been dramatically reduced making adding new terrain a slog.
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The flatten tool is totally banjaxed and doesn’t snap to voxels at all.
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There is no longer any option to fill a space with air, forcing you to slowly sculpt away terrain if you want to remove large amounts of it.
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The shortcuts for brush size and influence (previously ctrl + mouse3, shift + mouse3) no longer work.
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The material selection panel is unlabelled and/or too small which makes it really annoying to track down certain materials, especially in games that use custom materials.
I appreciate your team is working hard and I wouldn’t presume to understand how much time and effort goes in to reworking a feature like this, but as they currently stand, these tools are personally in an unacceptable condition.
The new features in this build are certainly much needed but the cons far outweigh the pros and I would rather work with an older build than this one at the moment.
Thanks for reading.
Thank you for the feedback! Some of these should have been addressed and/or have already been changed in the old Terrain Editor for quite a while.
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The in-viewport tools have been grey now for around a year. I’ll forward the feedback to our designer and see if we want to maybe change the default coloring.
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As stated above, this is something I’ll be looking into. I’ve already adjusted things a bit, but it may need some further adjustments.
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Looking into this, I’ve been trying to reproduce this issue, but can’t seem to be able to do so. In my experience, the flatten tool has actually been working better with higher performance. Do you have a video about the behavior in question?
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You can fill a space with air, I made sure to make that feature available before starting the full release. Air should be the last material in the grid. You can also use the select tool and hit the delete button.
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The shortcuts have also been changed for around a year. You need to use the B key + Mouse 3 to adjust size, B + Ctrl/Cmd + Mouse 3 to adjust height, and B + Shift + Mouse 3 to adjust strength. I was able to get the first two to work, but the third one I will look into. Pretty sure it worked at some point, but there seems to have been a regression … Its worth noting that the Viewport needs to be focused in order for these to work.
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We figured that the new Terrain Editor would actually help with this, since we properly show previews for custom materials now. You can hover over a material to see its name, just like within the old Terrain Editor. Unfortunately showing a full list is not an option, since there are too many materials to comfortably display them as a list.
If there are specific issues here that were not properly addressed, feel free to reach out in a DM with relevant videos.
NVM, I see now what you mean for the flatten tool, it works fine at large brush sizes, but nearly instantly blips away terrain at lower brush sizes with little to no regard for the strength value. I’ve added some fixes that I will hopefully be able to turn on next week, both for the Sculpt tool and for the Flatten tool!
Also with regards to the brush gizmo, we’re looking into slight color and contrast changes to make it easier to see, especially on white backgrounds like snow. The reason we had changed the color originally was to make the brush was not too obstructive of the Terrain behind it (People mentioned that they would like to better see what they were doing and the brush was getting in the way). But we may have overcorrected on this a bit and made it too hard to see.
Hi,
I wanted to apologize for my tone in my previous post. I was very rude providing feedback and you guys are doing an extraordinary job taking onboard the communities’ ideas for changes.
I didn’t get the chance to capture a video of the flatten tool, but the behaviour is exactly the same as you explained in your later post. I discovered that there is a threshold where it does actually work as intended which seems to be around the 12 stud radius mark with snapping disabled.
I was completely unaware that the mouse shortcuts had been shifted, so I’ll have a play around with them and see how they handle!
One other small thing I picked up on recently then was that the sculpt tools need a lot of encouraging to paint and remove new terrain at brush size 1, which is a really useful size for adding details!
It would also be a nice quality of life feature to be able to select brush sizes between integers.
Thank you for prompt reply!
No worries, thanks for raising your concerns!
Brush size 1 as well as brush sizes that are not integers are not something we intend to support, especially for grow and erode. At that point you’re already working on a sub-voxel basis and that causes a lot of issues and won’t provide accurate/expected results. These are unfortunately the limitations of working in a voxel grid, where adding details isn’t as much of a possibility.
Support had existed in the past for editing terrain for sizes lower than the current minimum which allowed me to bully it into spaces like this:
But it has since become a bit more challenging for no discernible reason leading to more results like this:
I am not sure what to suggest to improve the handling of the tools at the moment.